Status effects are the fine print of every Forsaken chase: the bleed ticking under your health bar, the blur creeping over your screen, the stack of Atropa quietly telling Azure exactly where you are. Reading which effect just hit you, and who applies it, is how survivors learn which killers punish which mistakes.
Type
Debuffs
The penalty effects, mostly killer-applied and mostly stacking.
Atropa
A stacking debuff (up to Atropa VI) which reveals the Survivor's aura to Azure (color ranges from pink to dark purple based on their Atropa stack) and increases the damage of Perforating by 1 for each stack of Atropa If a Survivor with Atropa gets hit by Perforating, Azure will gain Oblation based on their Atropa stack, but also completely removes Atropa from the Survivor.
- Type
- Debuff
Exhausted
Makes your stamina drain faster, increases by 10% more depending on the stack
- Type
- Debuff
Bleeding
Bleed does 2 damage per second of the duration, except for the final second (eg: for 5 seconds of Bleeding, it'll do damage 4 times, so a total of 8 damage). Increasing stacks will do more damage more frequently until Bleeding V, where any higher stacks will do the same dps. It caps out at 10hp, and won't deal any further damage.
- Type
- Debuff
Blindness
Each stack makes your screen more blurrier. Blindness I (1) makes your screen 20% more blurry, capping at Blindness III (3) at 60% blurriness.
- Type
- Debuff
Burning
Deals damage over time and sets the target ablaze, dealing 0.95 damage every 0.5 seconds (1.9/s). Each stack (from I to V) has a dps of 1.9/s, 2.5/s, 3.3/s, 4.3/s, and 6.2/s respectively, and all other stacks will do 6.2/s as well. This status effect has the ability to kill players, unlike other effects leaving them at 1 or 10 hp. However, damage can be nullified with Resistance applied.
- Type
- Debuff
Corrupted
Deals damage over time and makes red numbers 1 and 0 appear and disappear around the target. (if killer is using Abberant, the 1's and 0's are replaced with geometric faces due to Abberant's custom corruption) Each attack increases the frequency and quantity of damage. This status effect cannot kill players. The base rate of damage is 1.9/s for one stack, 2.5/s for two stacks. The damage rate rises about 35% per stack on average and stops at five stacks (6.2/s).
- Type
- Debuff
Glitched
Glitches the target's Health and Stamina bars, rendering you unable to see most of the UI. Each stack of Glitched amplifies this effect, stacking up to Glitched III. If the target has the setting Center Stamina Counter enabled, Glitched removes the stamina counter beneath your crosshair.
- Type
- Debuff
Helpless
The target is unable to use their abilities for the duration of the effect. Ability icons are covered with a chain and padlock.
- Type
- Debuff
Hallucination
Hallucinations last 20 seconds before disappearing, when they disappear a stand-in image of Noli will spawn in the middle of your screen, obscuring your vision. Noli is also alerted of your position via purple highlights, with the highlights becoming darker the higher Hallucination a survivor has. Hallucination picks random fakes from a pool. One stack gives one fake, two stacks give two, and three stacks give three. A fake Noli clone always appears at three stacks.
- Type
- Debuff
Hemorrhage
Lowers your Maximum HP, but not your current HP, represented as a stripped black bar on your healthbar. Increases the frequency and amount of maximum health reduced per stack. Hemorrhage can be healed via a medkit. If Max HP is lower than HP, no HP is recovered, else, only heal up to current Max HP. Clicking on another survivor will request aid, allowing them to perform a 6 second healing interaction to remove Hemorrhage. Progress is kept if healing is cancelled. Maximum HP returns over time once Hemorrhage wears off.
- Type
- Debuff
Insanity
Levels 1-4 of Insanity turns your screen fully red. For some reason, after level 4, the screen turns black instead.
- Type
- Debuff
Nausea
Disorientates your screen. Every level of this status increases the effect.
- Type
- Debuff
Oblivious
Makes you unable to hear the terror radius of killers.
- Type
- Debuff
Creatures
Makes inflicted player take 25% more damage, have a trail of bats behind them, and darkens the edges of their screen.
- Type
- Debuff
Poisoned
Deals damage over time, and tints the target a sickly green/makes certain parts of their body a sickly green. Each stack increases the intensity, speed, and quantity of the damage. This status effect cannot kill players, although it used to.
- Type
- Debuff
Slowness
Slows down your movement speed. Every level of this status lowers speed by 10%.
- Type
- Debuff
Confused/Confusion
Inverts your controls. Effect worsens with each stack.
- Type
- Debuff
Stunned
Makes the target unable to move or use any abilities for the duration of the effect, and cancels the target's abilities if they were stunned during the windup. Stunned cannot be applied again while already being stunned and a short duration after the stun.
- Type
- Debuff
Subspaced
When applied, your screen is filled with a pink tint and blur (Level 1+), darkens your screen (Level 2+), and quickly turns your camera in a random horizontal direction (Level 3+). Every level intensifies the effect and increases its duration. Any aura read currently active is canceled. The effect can silence the killer's chase theme, and it cannot be reapplied while active.
- Type
- Debuff
Vulnerable
Receive 20% more damage per stack. You can calculate the total damage by using 0.2x\cdot(5+y) , where x is damage and y is the amount of stacks. (or just multiply by .2 for every stack of Vulnerable)
- Type
- Debuff
Weakness
Deal 10% less damage per stack
- Type
- Debuff
GOUGED
When a survivor is first Gouged, Slasher gets an aura read for 5 seconds. Only layer 1 of the chase theme plays while they are Gouged. Stand still and hold the interact button to remove it. The Oblivious status effect has mostly made Gouged obsolete.
- Type
- Debuff
Hacked
Freezes all ability cooldowns, excluding your main Attack. Abilities already off cooldown will remain usable.
- Type
- Debuff
GlitchedOld
Increased the damage you received by 33.33% per stack, while also covering your screen in a glitchy effect that brightens your screen, making it hard to see. However, Epilepsy Mode could disable the glitch effect on your screen. This status effect was reworked in the update.
- Type
- Debuff
PoisonedThatKillsYou
Literally Poisoned but kills you.
- Type
- Debuff
Fatigue
Reduces ability recharge speed by 20% per stack. At 10 stacks (Fatigue X), ability cooldowns stop.
- Type
- Debuff
Type
Buffs
The helpful states from items and abilities.
Invisibility
Makes you translucent, and mutes your footsteps. Every level of this status makes you 25% more transparent. Invisibility IV (4) does not follow this formula, making you 92.5% transparency while Invisibility V (5) makes you almost completely invisible, this means that Invisibility will never truly make you fully invisible.
- Type
- Buff
Regeneration
Restores health over time. Each level of this status increases the rate of healing, and/or increases the health received over time. Regen effects require 10 real damage to be taken in order to be cancelled. Damage over time status effects will pierce parts of the health regenerated (unless you're playing Veeronica, where any damage, including DOT effects, cancels the regeneration).
- Type
- Buff
Resistance
Reduces damage by 20% per stack. Each stack of Vulnerable will pierce 1 stack of Resistance. This status effect also nullifies Burning damage. Resistance V (5) and above will mute all damage entirely.
- Type
- Buff
Speed
Increases movement speed by 10% per stack, while also increasing your screen's field of view. Each stack of Slowness will pierce 1 stack of Speed.
- Type
- Buff
Strength
Increases the amount of damage you deal to others. Each level increases damage dealt by 20%.
- Type
- Buff
Undetectable
Makes detection methods (such as minions and aura reading abilities) ignore you. This also silences the chase theme when being chased by an undetectable killer as a survivor, or when chasing an undetectable survivor as the killer. The killer can still drain stamina when they are 85 studs away from an undetectable survivor.
- Type
- Buff
Purified
Grants one-hit resistance against incoming damage. Damage reduction depends on how much health you have missing already. (+20% resistance per 20HP missing, up to 80%)
- Type
- Buff
Haste
Increases the recharge speed of all abilities by 20% per stack.
- Type
- Buff
Type
Other Effects
States that are neither help nor harm, just rules.
Slateskin
The target gains 40 overheal per stack and slows the user down by 45%. Gain immunity to Bleeding, Burning, Poisoned, Corrupted (as of the update), Regeneration, Speed, Hemorrhage (if applied after slateskin) and Weakness.
- Type
- Other effect
Overheal
Makes the target temporarily have more health. Overheal may behave differently depending on the source. Some effects (such as Dusekkar's Plasma Beam and Noob's Slateskin Potion) cause the extra HP to decay at a rate of 1 HP per 0.5s. However, Noob's Slateskin overheal ends immediately when its duration expires, while Dusekkar's persists until it naturally depletes if uninterrupted. Jane Doe's Shatterpoint HP and Guest 1337's Overheal from blocking a Basic Attack do not decay and can only be removed by taking enough damage from the killer or map hazards. This status effect can only be applied through abilities.
- Type
- Other effect
Marked
Reveals your aura to the Killer with a red outline as opposed to the usual yellow. This bypasses the Undetectable status effect, bypassing the immunity to aura reading, but can be cleansed through gaining Undetectable while having Marked, effectively cancelling the aura reveal.
- Type
- Other effect
Resonance
Each stack increases the stun duration of Jane Doe's Hatchet, beginning with a 2.5-second stun at Resonance I, 3.5-second stun at Resonance II, and a 4.5-second stun at Resonance III. The total stun time is reduced by 0.125 seconds for every Jane Doe currently alive in the match. All Jane Does share Resonance; if one Jane Doe applies Resonance to the Killer, your Hatchet levels up with it. Resonance ends immediately when a Jane Doe stuns the Killer, regardless of the remaining duration.
- Type
- Other effect
Type
Scrapped and Removed
Effects that left the game, kept for the record.
Imprisoned
When a survivor is afflicted with Imprisoned, small puddles of black will occasionally appear around them in a small stud radius. When these puddles appear, survivors will have a short time to react before chains shoot out of these puddles and towards the position of where the survivor was when the puddle appeared. If the survivor is hit by the chain, they become ensnared. They slowly lose health ticks and must spam a button to fill an escape bar. Once the bar is full, they escape the chain and the puddle disappears. Each stack increases the number of puddles that appear.
- Type
- Scrapped or removed
Disoriented
Disoriented I: Any survivors outside a 25 stud radius will have their appearance concealed to the affected survivor. Disoriented II: Distorted faces and images will flash on the affected survivor’s screen, accompanied by glitchy droning ambience which drowns out other audio. Disoriented III: Screen becomes dark and highly saturated, limiting vision immensely. Like Hallucination, this status effect is hidden.
- Type
- Scrapped or removed
How stacking works
Most debuffs stack in tiers (Bleeding I through V, Atropa up to VI), with each stack deepening the penalty: faster damage ticks, blurrier screens, quicker stamina drain. Caps matter: Bleeding stops scaling at V and cannot take you below 10 HP by itself, which is why bleed pressure sets up kills rather than scoring them.
Effects as killer signatures
Each effect's applied-by list doubles as a threat guide. Atropa is Azure's whole gameplan, marking survivors and feeding damage. Bleeding belongs to the slash family across several killers. When you know which killer is in the match, the effect list tells you what your mistakes will cost before you make them.
Buffs and the rest
The buff list is shorter and mostly survivor-side: speed boosts and defensive states from items and abilities. The scrapped section records effects that left the game, kept because old mechanics have a way of explaining current balance.
FAQ
How does Bleeding work in Forsaken?
Bleeding ticks 2 damage per second of its duration (except the final second), scales with stacks up to Bleeding V, and cannot bring you below 10 HP on its own. Several killers' slashes apply it.
What is Atropa?
Azure's signature debuff: a stacking mark up to VI that reveals the survivor's aura to Azure and increases Perforating damage per stack. Getting hit by Perforating consumes the stacks and pays Azure resources.
Do status effects stack forever?
No. Most cap at a listed tier (Bleeding V, Atropa VI), after which further stacks stop increasing the penalty.









